Buggy code:
public class GameEngine implements Serializable { public List < Player > ListPlayer ; private ManageCards CardManager ; private Board GameBoard ; private int TotalPlayer ; private int CurrentPlayer ; private List < Cards > DiscardCards ; private int CurrentDie ; private boolean HasGameEnded ; private int BoardDie ; public GameEngine ( ) { } public void ShowCard ( int player ) { } public boolean IsGameEnded ( ) { } public void ActivateGameEnd ( ) { } public GameEngine ( int p ) { } public void ActivateCityAreaEffect ( int player ) { } public int GetPlayerBank ( int PlayerIndex ) { } public boolean PlayCard ( int CurrentPlayerIndex , int playChoice ) { GreenCards g = null ; BrownCards b = null ; List < String > lstSymbols = null ; Cards CardPlayed = ( ( GreenCards ) ( ListPlayer . get ( CurrentPlayerIndex ) . GetCards ( ) . get ( playChoice ) ) ) ; boolean ActionStatus = true ; if ( ( CardPlayed . GetCardType ( ) ) == ( CardType . GreenCards ) ) { g = ( ( GreenCards ) ( CardPlayed ) ) ; lstSymbols = g . GetSymbol ( ) ; } else if ( ( CardPlayed . GetCardType ( ) ) == ( CardType . BrownCards ) ) { b = ( ( BrownCards ) ( CardPlayed ) ) ; lstSymbols = b . GetSymbol ( ) ; } System . out . println ( ( ( ( "Player<seq2seq4repair_space>" + CurrentPlayerIndex ) + "<seq2seq4repair_space>decides<seq2seq4repair_space>to<seq2seq4repair_space>play<seq2seq4repair_space>" ) + ( CardPlayed . GetName ( ) ) ) ) ; Scanner scan = new Scanner ( System . in ) ; for ( int sIterator = 0 ; ActionStatus && ( sIterator < ( lstSymbols . size ( ) ) ) ; sIterator ++ ) { String currentSymbol = lstSymbols . get ( sIterator ) ; <START_BUG> System . out . println ( ( "Current<seq2seq4repair_space>symbol<seq2seq4repair_space>is<seq2seq4repair_space>" + currentSymbol ) ) ; <END_BUG> String PlaySymbol = scan . next ( ) ; if ( ( PlaySymbol . compareToIgnoreCase ( "yes" ) ) == 0 ) { if ( ( currentSymbol . compareToIgnoreCase ( "B" ) ) == 0 ) { ActionStatus = PutBuilding ( CurrentPlayerIndex ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "M" ) ) == 0 ) { ActionStatus = PutMinion ( CurrentPlayerIndex ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "A" ) ) == 0 ) { ActionStatus = Assassinate ( CurrentPlayerIndex ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "RT" ) ) == 0 ) { ActionStatus = RemoveTrouble ( CurrentPlayerIndex ) ; } else if ( currentSymbol . contains ( "T(" ) ) { ActionStatus = PayPlayer ( CurrentPlayerIndex , ( ( int ) ( currentSymbol . charAt ( 2 ) ) ) ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "RE" ) ) == 0 ) { ActionStatus = PlayEvent ( CardPlayed , CurrentPlayerIndex ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "C" ) ) == 0 ) { this . ListPlayer . get ( CurrentPlayerIndex ) . PrintCardsIndex ( ) ; System . out . println ( "What<seq2seq4repair_space>card<seq2seq4repair_space>do<seq2seq4repair_space>you<seq2seq4repair_space>want<seq2seq4repair_space>to<seq2seq4repair_space>play<seq2seq4repair_space>next<seq2seq4repair_space>?<seq2seq4repair_space>(Enter<seq2seq4repair_space>index<seq2seq4repair_space>of<seq2seq4repair_space>card)" ) ; int newCard = scan . nextInt ( ) ; ActionStatus = PlayCard ( CurrentPlayerIndex , newCard ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "I" ) ) == 0 ) { System . out . println ( "Interrupt<seq2seq4repair_space>symbol<seq2seq4repair_space>has<seq2seq4repair_space>no<seq2seq4repair_space>effect.<seq2seq4repair_space>Oh<seq2seq4repair_space>well<seq2seq4repair_space>too<seq2seq4repair_space>late<seq2seq4repair_space>now<seq2seq4repair_space>:)" ) ; } else if ( ( currentSymbol . compareToIgnoreCase ( "S" ) ) == 0 ) { ActionStatus = PlayEffect ( CardPlayed , CurrentPlayerIndex ) ; } else { System . out . println ( ( ( "Symbol<seq2seq4repair_space>" + currentSymbol ) + "<seq2seq4repair_space>is<seq2seq4repair_space>invalid.<seq2seq4repair_space>" ) ) ; } } } if ( ActionStatus ) DiscardCards . add ( CardPlayed ) ; return ActionStatus ; } private boolean BelongToException ( Cards c ) { } private boolean PlayEffect ( Cards CardPlayed , int player ) { } public boolean PlayEvent ( Cards CardPlayed , int player ) { } private boolean RemoveTrouble ( int player ) { } private boolean Assassinate ( int player ) { } private boolean PutMinion ( int player ) { } private boolean PutBuilding ( int player ) { } private boolean ValidPlayerIndex ( int PlayerIndex ) { } private boolean ValidAreaIndex ( int AreaIndex ) { } public void GetCardStateOfPlayer ( ) { } public boolean PayPlayer ( int PlayerIndex , int amount ) { } public boolean PlaceMinion ( int AreaNumber , int player ) { } public boolean PlaceBuilding ( int AreaNumber , int player ) { } public boolean PlaceTroll ( int AreaNumber ) { } public boolean PlaceDemon ( int AreaNumber ) { } public boolean PlaceTroubleMarker ( int AreaNumber ) { } public void DetermineFirstPlayer ( ) { } public int GetCurrentPlayer ( ) { } public void PrintState ( ) { } public void InitializeData ( ) { } public void SetCurrentPlayer ( int p ) { } public int GetBankBalance ( ) { } public ManageCards GetCardManager ( ) { } public boolean IsGameInitialize ( ) { } public boolean IsWinner ( ) { } public int GetPlayerPoints ( int playerIndex ) { } private String ShowPlayerIndexAndColor ( ) { } private void PrintAreaState ( int AreaNumber ) { } private void PrintHandState ( String message , Player player ) { } private void GetPlayerLoanBank ( String Message , Player player ) { } public String toString ( ) { } public void SetBoardDie ( int i ) { } public int GetBoardDie ( ) { } public void PlaceMinionInEachArea ( int player ) { } public void PlaceBuildingInEachArea ( int player ) { } public void PlaceTrollInEachArea ( int player ) { } public void PlaceDemonsInEachArea ( int player ) { } public int GetBuildingCount ( ) { } public int CountDemonsInArea ( ) { } public int CountTrollsInArea ( ) { }

Fix:
System . out . println ( ( ( "Current<seq2seq4repair_space>symbol<seq2seq4repair_space>is<seq2seq4repair_space>" + currentSymbol ) + ".<seq2seq4repair_space>Would<seq2seq4repair_space>you<seq2seq4repair_space>like<seq2seq4repair_space>to<seq2seq4repair_space>play<seq2seq4repair_space>it?" ) ) ;